So I started up this CG, and boy after deploying (note so far in all my playing of TotH, the light blue/red or green text for deployment zones is very, very hard for me to read, wish that could be rectified) I am having some flash backs to my good old days (pre ASL Rule-book 2.0 changes from MMP, back when RB was first issued in or around 1991, recall that the 2nd edition of the rule book came out in or around 2000 from MMP, which is fantastic and what I have used for years, but when I first played RB, it was with the first edition of the rules from AH).
So turn one. Love the FOW (wish it also had ? counters and the rules for that, along with ? gain/loss, infantry smoke, assault and spraying fire and armored assault just to name a few, but I regress). Only see one lowly 4-2-6 conscript to my front, so this should be interesting.
Off we go.
So this is the starting postions:

All units are in command and control (c2 from now on) except for Col. Klink (wish you could name leaders like in VASL) but no worries he is a rallier...lol sort of...lol
So my one squad with a 50mm mortar kept rate on that conscript 4 times! I got a pin result but am pleased I keep rate for a bit. However I malf-ed that darn mortar on the last shot! So the first thing I just noticed about my units at start is I have several DC and one FL but only 1st line MMC (squads), don't want to waste these and would rather have them in the hands of elite squads (5-4-8's or 8-3-8's) never played a CG in TotH yet, so not sure how the purchasing of forces goes in this game (compared to the board game where I can purchase forces to increase my units that got lost in the previous days battle).
Anyway, that was the only prep, time to move.

One thing I am not sure about yet is how infantry and shell holes play out. In normal ASL you can choose to either spend the 1 extra MF to get the benefits of the TEM production negating the -1 FFNAM/FFMO so not sure how that will work out yet.
So I did a typical German move towards the factories. You can see this below:

This is the end of my first turn.
Now I won't document every single move, fire or turn, but only want to highlight things that jump out or are fun or what have you.
Now that was refreshing, I fired a MMG with a 9-2 at the broken conscript squad and CR it to a half squad, and then I kept rate and fired on it with the MMG again and that 1/2 squad battle hardened to a 1st line SMG 1/2 squad. Very cool. Wish we hand snipers, lol.

So a kill of that SMG 1/2 squad due to failure to rout. Here is the end of my turn 2:

Woot on the Russian turn during my DFPh one of my Stug's got a CH and eliminated a Russian 4-4-7 toting a ATR!
KIA and rubbled hex:

Start of turn 3, fixed the 50mm mortar I broke on turn 1.
Here is the ending positions of my turn 3.

Turn 4 reinforcements have arrived! Need to take a break for a bit.
Having a blast, will report back later.